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authorFabio Alessandrelli <fabio.alessandrelli@gmail.com>2023-02-12 15:15:10 +0100
committerFabio Alessandrelli <fabio.alessandrelli@gmail.com>2023-02-12 15:32:09 +0100
commita77820ade0cb0c807c63aa9cd94d49280e181fac (patch)
tree6e531a1fddafd464d3265be6c8eb70a53f6eae96
parent3fcd98997257a6b856d70a3cf8846c5ac282f823 (diff)
[MP] Fix MultiplayerSpawner not connecting to child_entered_tree.
The connection used to happen during enter_tree, but this was causing issues when setting the spawnable scenes from code. The spawner now connects/disconnects to the signal during add_spawnable_scene/clear_spawnable_scenes if the node is inside tree and has a valid spawn_path.
-rw-r--r--modules/multiplayer/multiplayer_spawner.cpp18
1 files changed, 18 insertions, 0 deletions
diff --git a/modules/multiplayer/multiplayer_spawner.cpp b/modules/multiplayer/multiplayer_spawner.cpp
index 0aa54b69f9..4b1b6b541d 100644
--- a/modules/multiplayer/multiplayer_spawner.cpp
+++ b/modules/multiplayer/multiplayer_spawner.cpp
@@ -103,6 +103,15 @@ void MultiplayerSpawner::add_spawnable_scene(const String &p_path) {
ERR_FAIL_COND(!FileAccess::exists(p_path));
}
spawnable_scenes.push_back(sc);
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
+#endif
+ Node *node = get_spawn_node();
+ if (spawnable_scenes.size() == 1 && node && !node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
+ node->connect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
+ }
}
int MultiplayerSpawner::get_spawnable_scene_count() const {
@@ -116,6 +125,15 @@ String MultiplayerSpawner::get_spawnable_scene(int p_idx) const {
void MultiplayerSpawner::clear_spawnable_scenes() {
spawnable_scenes.clear();
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
+#endif
+ Node *node = get_spawn_node();
+ if (node && node->is_connected("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added))) {
+ node->disconnect("child_entered_tree", callable_mp(this, &MultiplayerSpawner::_node_added));
+ }
}
Vector<String> MultiplayerSpawner::_get_spawnable_scenes() const {